For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. Unlike druids, rangers are not protectors of the wild, they are tamers of it, blazing trails with every step.
Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Hit Die: d8
Starting Wealth: 250 gp
Skill Ranks per Level: 7 + Int modifier.
Recommended Ability Score Priority:
- Dexterity: primary; affects to-hit and damage, AC and reflex saves.
- Strength: secondary; affects to-hit and damage
- Wisdom: tertiary; used for many class features and poultices.
- Constitution: quaternary; useful to bolster durability in close combat.
- Intelligence: low priority.
- Charisma: low priority.
Favored Class: Ranger
If the Ranger class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Ranger table, below.
|Level||To-Hit||Fort||Ref||Will||Base AC||Class Bailiwick||Linked Skill|
|Fav||+0||4 attacks||+2||+2||+0||10||Naturalism||Knowledge (Nature)|
Class Progression: Ranger
|Level||BAB||Fort||Ref||Will||Quarry Pool||Special||Poultices Per Day|
|1st||+1||+1/-4/-10/-14||-||+2||-||+2||-||+0||2d6||Quarry Pool, Track, Trapper, Herb Lore||1||-||-||-|
|2nd||+1||+2/-3/-9/-13||+1||+3||+1||+3||-||+0||2d6||Combat Style Feat||1||-||-||-|
|3rd||+1||+3/-2/-8/-12||-||+3||-||+3||+1||+1||3d6||Endurance, Mana Burning||2||-||-||-|
|4th||+1||+4/-1/-7/-11||+1||+4||+1||+4||-||+1||4d6||Advanced Herb Lore||2||1||-||-|
|5th||+1||+5/0/-6/-10||-||+4||-||+4||-||+1||4d6||Wolf Pack Tactics||2||1||-||-|
|6th||+1||+6/+1/-4/-9||+1||+5||+1||+5||+1||+2||5d6||Combat Style Feat||2||2||-||-|
|7th||+1||+7/+2/-3/-8||-||+5||-||+5||-||+2||6d6||Woodland Stride, Expert Herb Lore||2||2||1||-|
|10th||+1||+10/+5/0/-5||+1||+7||+1||+7||-||+3||8d6||Combat Style Feat, Herb Lore Mastery||3||2||2||1|
|11th||+1||+11/+6/+1/-4||-||+7||-||+7||-||+3||8d6||Quarry, Monster Lore||3||3||2||1|
|14th||+1||+14/+9/+4/-1||+1||+9||+1||+9||-||+4||10d6||Combat Style Feat||4||3||3||2|
|15th||+1||+15/+10/+5/0||-||+9||-||+9||+1||+5||11d6||Perfect Wolf Pack Tactics||4||3||3||2|
|17th||+1||+17/+12/+7/+2||-||+10||-||+10||-||+5||12d6||Hide In Plain Sight||4||4||3||3|
|18th||+1||+18/+13/+8/+3||+1||+11||+1||+11||+1||+6||13d6||Combat Style Feat||5||4||3||3|
|Level||BAB||Fort||Ref||Will||Quarry Pool||Special||Poultices Per Day|
|21st||+1||+21/+16/+11/+6||+1||+13||+1||+13||+1||+7||15d6||Ridge Runner, Lord of the Hunt||5||5||4||3|
|31st||+1||+26/+21/+16/+11||+1||+18||+1||+18||+1||+12||22d6||The Horned God||7||7||6||5|
|33rd||+1||+27/+22/+17/+12||+1||+19||+1||+19||+1||+13||23d6||Steel Jaws Lurk||8||7||6||6|
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields.
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
Beginning at 1st level, a ranger adds a +2 training bonus to Survival skill checks made to follow or identify tracks. This bonus improves to +3 at Ranger level 10, +4 at Ranger level 20, and +5 at Ranger level 30.
Beginning at 1st level, a ranger can, as a free action, designate one target within his line of sight as his quarry. A ranger can have no more than one quarry at a time. This effect cannot be dismissed until the quarry is rendered helpless, is slain, or the ranger gets 8 hours of rest. (Note that this is not the same as "expires after 24 hours".) If the quarry is slain (or the ranger rests), the ranger may select a new quarry at any time with a new free action, as long as he has line of sight on the new creature he wishes to designate.
If a quarry has been designated, but is not present for an encounter (e.g. ran away during the previous encounter), the ranger may not use quarry dice until either the quarry is slain, or he rests for 8 hours to clear the designation. If your quarry is slain outside of your line of sight (or line of effect), you immediately know it, since you are magically tied to your quarry. This is the only information you are able to discern about your quarry when they are beyond the reach of your senses.
In addition, during combat, as long as the Ranger has a quarry selected, a ranger gets a quarry pool of two or more d6 dice which refresh at the start of each of his turns. These dice are rolled at the start of the Ranger's turn, or as soon as a Quarry is declared, whichever is first, but never more than once per round. Each round, the ranger may spend each of these dice as he wishes, as a free action, on any of the following uses:
- Precision Damage: (Quarry Only) At any point after a successful attack roll, the ranger may expend one or more quarry pool dice to add precision damage to the attack, of an amount equal to the pips showing on the dice expended. This damage is of the same type as the attack it is used to modify.
- Improved Accuracy: (Quarry Only) After making an attack roll, but before the results are resolved, the Ranger may allocate one or more dice from his quarry pool to add +1 to the result per die expended. The pips showing on the dice expended are irrelevant.
- Skill Boost: (Quarry Only) A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: Bluff, Intimidate, any Knowledge skill, Naturalism, Perception, Sense Motive, or Stealth. The bonus they gain to the skill check is equal to the number of dice they apply to the check. This bonus only applies to a single check and can only be done during combat (as that is the only time a Ranger rolls his quarry pool). The GM makes the final call if the check is relevant to their quarry or not. If it is determined that the check isn't related to the quarry, the Ranger may not use quarry dice to improve the check.
- Improve Trap Attacks: (Any) A ranger may allocate one or more dice from his quarry pool to add +1 per die expended to a trap's to-hit roll, after the roll is made, but before the results are resolved. The pips showing on the dice expended are irrelevant. This use of quarry dice need not be made against a designated quarry, but instead against any creature who has triggered one of the ranger's traps.
- Ghost Touch: (Quarry Only) A ranger may expend 1 die from his quarry pool to make his next attack affect his quarry as though it had the Ghost Touch magic weapon property. This only affects the ranger's next attack, though additional quarry dice may be allocated per additional attack. The pips showing on the dice expended are irrelevant.
Unless the quarry pool use specifically states otherwise, the ranger may spend multiple dice on a single use to gain its effects multiple times, or gain an additive effect from it. Quarry pool uses must always be used against the Ranger's quarry target, except where the use specifically states it can be used against non-quarry targets.
Expending dice uses them up until the pool refreshes next round. Pips on a single die may never be split across multiple quarry pool uses. That is, if a die is expended, all of the pips showing on that die are expended, even if some of them are wasted as a result. Furthermore, dice may not be saved beyond the current round. At the start of the Ranger's next turn, assuming he still has a Quarry designated, he rolls all of his quarry dice again, replacing any unused dice with the new roll. Any unused dice from the previous round are lost when this occurs. Use them or lose them!
Designating a creature as Quarry is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
Starting at 1st level, a ranger has the ability to set traps. To use this ability requires that the ranger acquire a Hunter's Trap for each trap he wishes to set. A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used.
For a ranger to set a trap in a square takes a full round action. A Hunter's Trap is not required to be in-hand to use — the full round action assumes getting it out of storage. If a Ranger has a Hunter's Trap in-hand, they may set it in a square as a move action. Ranger traps are not small, and cannot be applied to items, doors, locks or other objects. In general, they require a full five-foot square of space, and only one may be set per square. They cannot be placed in Blocked, Impeded, or Occupied terrain, although they may be placed in Difficult terrain.
To spot a ranger trap once it is set requires greater than animal intelligence and a Perception check against an Challenging DC for the Ranger's level. Anyone can disarm a ranger trap with a standard action using Disable Device, versus an Average DC for the Ranger's level, due to the size and comparative crudity of a ranger trap.
If a creature enters a space containing a ranger trap, the trap rolls to hit them. The trap has the same BAB as the ranger that set the trap, using their preferred weapon as the basis of their to-hit roll. Hit or miss, the trap is neutralized after rolling to hit, and the focus can be recovered from the square as if you are picking up a weapon. If the trap hits, it does 1d4 + Ranger Level points of slashing (physical, common) damage and immobilizes the target. Since ranger traps do not inflict weapon damage they cannot make critical attacks, although a natural roll of a 20 always hits.
A ranger may have a maximum number of squares trapped equal to their STR modifier or DEX modifier, whichever is higher.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
- Combat Style Options
- If the ranger selects the Archer style, he can choose from the following list whenever he gains a combat style feat:
- Ammo Drop (Feat), Deadly Aim (Feat), Far Shot (Feat), Focused Shot (Feat), Point-Blank Shot (Feat), Precise Shot (Feat), Prone Shooter (Feat), and Rapid Reload (Feat).
- At 6th level, he adds Precise Shot, Improved (Feat), Parting Shot (Feat), and Point-Blank Master (Feat) to the list.
- At 10th level, he adds Impact Critical Shot (Feat), Pinpoint Targeting (Feat), Shot on the Run (Feat) and Snap Shot (Feat) to the list.
- Two-Weapon Fighter
- If the Ranger selects the Two-Weapon Fighter style, he adds his DEX modifier to all melee to-hit rolls, in addition to STR. In addition, he can choose from the following list whenever he gains a combat style feat:
- Double Slice (Feat), Quick Draw (Feat), Two-Weapon Fighting (Feat), Aspect of the Beast (Feat), and Weapon Focus (Feat).
- At 6th level, he adds Two-Weapon Fighting, Improved (Feat), and Two-Weapon Defense (Feat) to the list.
- At 10th level, he adds Two-Weapon Fighting, Greater (Feat), and Two-Weapon Rend (Feat) to the list.
- Huge Weapon Wielder
- If the Ranger selects the Huge Weapon Wielder style, he adds his DEX modifier to all melee to-hit rolls, in addition to STR. In addition, he can choose from the following list whenever he gains a combat style feat:
A ranger gains Endurance as a bonus feat at 3rd level.
Herb Lore (Su)
- Rangers are Wisdom-Based Arcane casters.
Beginning at 1st level, every 24 hours, if the ranger has access to herbs, plants, and/or animals they can brew poultices that grant any of the effects a 1st level Ranger Poultice provides. The Ranger can access these herbs, plants, and/or animals in any uncivilized natural area as can a Druid, but a Ranger is less picky and more adaptable than a Druid. A Ranger can also access the things they need to brew poultices in farmland, gardens, and parks. Essentially, nearly any access to plants and other growing things will allow them to 'whip something up.'
The ranger can make a number of poultices per day equal to the number shown on Class Progression: Ranger. A ranger with a high wisdom may brew additional poultices per day, as detailed on the Bonus Spells Table. A Poultice degrades 24-hours after it is made, but it may be used by whomever the ranger wants to give it to. A poultice that is stolen or taken by force is still potent. Note that there is no creation roll required for any Ranger poultice: Making one is automatic for the ranger as long as they can get materials to work with.
The ranger may make different poultices every 24 hours, as long as they have access to raw materials (any environment with plants, or any uncivilized natural area). The ranger is assumed to have enough time during a full night's rest to perform these activities. Note: The raw materials must be of considerable extent. A small herb garden in a back yard is more than sufficient. A window planter full of flowers and herbs is barely adequate for a single day's worth of poultices. Carrying a potted plant and claiming it's enough should earn the player the wrath of the GM, and rightly so.
As long as the ranger has sufficient access to an environment with plants or any uncivilized natural area, they do not need to pay for material components for any of their extracts, even if they have a listed material component cost greater than 1 gold piece. All things are made available to those who know where to look.
A ranger may also purchase a Component Pouch in place of scavenging for plants and other materials, if they prefer. While this doesn't affect the efficacy of their poultices in any way, most rangers will tell you they taste worse, and just aren't as good. But if you're in a dungeon for a full month, a component pouch is much better than nothing. Component pouches never provide material components worth more than 1 gold piece in value, however, so the more expensive components must still either be scavenged by the ranger, or purchased ahead of time.
Applying a poultice is (usually) a standard action, and the effect of the poultice determines where the poultice needs to be applied (on the target's body, their weapon, sprinkled over a patch of ground, etc.). Players are encouraged to work with the GM to come up with descriptions of how the poultice produces the desired effect in cases when it's not completely clear how a poultice could achieve the desired outcome (e.g. the returning weapon poultice might actually be a very springy rope attached to the weapon). If a player is having a difficult time visualizing poultice effects,"It's magic" is a perfectly valid descriptive option.
In general, using a poultice provokes attacks of opportunity, whether it is thrown, consumed, sprinkled, or applied. Unlike standard potions, the user may make a Concentration check using their Bailiwick skill to 'combat-cast' the poultice, versus a DC of 10 + (poultice level x 4).
Poultices are not necessarily magical, though they might contain magical herbs in their concoction, and they are always considered to be arcane (rather than divine) in nature. As such, passing through an anti-magic field may destroy prepared poultices, depending on their descriptive effects. If the player's description of the poultice is convincingly non-magical, such poultices would be immune to anti-magic or dispel effects. Players are encouraged to be creative, and should re-use descriptions they're happy with, or revise them if they come up with new ideas. Rangers using Herb Lore are constantly improving their recipes and adapting to the herbs they have available, so changes to descriptions are perfectly acceptable. However, once a poultice of a particular effect has been created, the description for it and other poultices granting the same effect cannot be changed until a new batch of poultices is created.
The Caster Level of any effects created by a poultice is always the Ranger level of the Ranger who brewed the poultice. Caster feats, such as spell penetration or selective casting are still effective with poultices.
Upon gaining access to the Herb Lore class feature, the ranger immediately learns two 1st level poultice recipes of their choice for free.
For each additional level of Ranger that the character gains, they may choose two additional free poultice recipes of any poultice level they can brew at their new level. Furthermore, at each character level after the first, the ranger may swap out one known poultice recipe for a different one of any level they can brew, for free (even if the swapped out poultice was of a different level). Any other swapping must occur via the Reselection process.
In addition, a ranger may attempt to teach themselves additional poultice recipes by spending time in an area with adequate natural resources (as described above). The ranger makes a Naturalism check and compares the result to the different skill difficulty categories for their own character level. A ranger may only attempt to learn a poultice recipe of a poultice level they are able to brew, based on their current ranger level. The difficulty category they achieve with their roll, along with the level of the poultice being attempted, determines how long it takes to learn the new poultice recipe, as shown in the table below:
Result Days to Complete Result Days to Complete Result Days to Complete Failure 'poultice level' + 2 days Average 'poultice level' days Hard 'poultice level' days - 2 days Easy 'poultice level' + 1 day Challenging 'poultice level' days - 1 day Impossible 1 day, regardless of poultice level
Regardless of the result, no poultice recipe can ever take less than 1 full day to learn. A 'full day' is defined as working exclusively on learning the recipe, and not spending more than 1 hour doing anything else that day, with the exception of meals and short breaks. If more than an hour is spent on any activity other than learning the recipe, that day does not count toward learning the recipe.
Days spent learning a recipe do not need to be consecutive. A ranger can spend 1 day trying to learn a recipe, adventure for a week, then spend the remaining days to complete the recipe, and there is no penalty for this, other than not being able to use the new poultice until the foll amount of time required has been spent.
Advanced Herb Lore (Su)
Beginning at 4th level, the ranger gains access to 2nd level ranger poultices.
Expert Herb Lore (Su)
Beginning at 7th level, the ranger gains access to 3rd level ranger poultices.
Herb Lore Mastery (Su)
Beginning at 10th level, the ranger gains access to 4th level ranger poultices.
Mana Burning (Sp)
- Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.
Beginning at 3rd level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.
To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.
A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).
Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.
Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.
Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.
Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).
Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.
For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.
Circle Damage for Spells
|Spell Circle||Burn Cost||Min Character Level (CL)||Base Dice||Max Dice|
There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.
All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.
- Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.
Wolf Pack Tactics (Ex)
At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed (including a double move) while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at a Run while tracking.
Beginning at 9th level, a ranger can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the ranger succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the ranger fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.
Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the ranger is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.
Monster Lore (Ex)
At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they possess, even if they are not trained in the correct knowledge skill. This ability can only be used to learn lore on a monster the ranger is currently perceiving. The ranger must still use the appropriate knowledge skill for general knowledge checks.
At 11th level, whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed (including a double move), without penalty. In addition, he receives a +1 training bonus on any of the following skills, when making checks pertinent to his quarry: Bluff, Disguise, Intimidate, any Knowledge skill, Naturalism, Perception, Sense Motive, or Stealth. The GM makes the final call if the check is relevant to their quarry or not. If it is determined that the check isn't related to the quarry, the Ranger may not apply this training bonus to the check.
In addition, the Ranger may use his quarry dice for any of the following uses, in addition to those uses available from level 1:
- Locate Quarry: (Quarry Only) Expend 2 quarry dice to learn a square occupied by a creature designated as your quarry. This ability allows detection of creatures using invisibility, stealth, etc. though the Ranger still takes penalties for the creature having total concealment (50% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- See the Unseen: (Quarry Only) Expend 2 quarry dice to reduce a quarry's total concealment to partial concealment (20% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- Seeker: (Quarry Only) Expend 2 quarry dice to reduce a quarry's partial concealment to no concealment. This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- Clever Footwork: (Any) For every 2 quarry dice you expend, you may take a free 5-foot step. These 5-foot steps may be made even if you have already moved this round, or taken a 5-foot step. The pips showing on the dice expended are irrelevant.
- Inclusive Pack: (Any) For every 2 quarry dice you expend, you may include one additional ally that you can see among those benefiting from your Wolf Pack Tactics feat (or feats). The ally's benefit lasts until the start of your next turn (as with Wolf Pack Tactics). The pips showing on the dice expended are irrelevant.
A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. Camouflage does not permit the ranger to initiate stealth against a creature that is able to perceive them, however.
Perfect Wolf Pack Tactics (Ex)
At 15th level, the ranger may grant all allies within 20 feet of her the benefit of any teamwork feats the ranger has, as a swift action, as though they had all taken the feats themselves. This benefit lasts until the start of the ranger's next turn.
Improved Evasion (Ex)
Beginning at 16th level, a ranger with this class feature improves their ability to avoid magical and unusual attacks. On any attack, spell, or effect that deals damage and permits a Reflex saving throw, the ranger takes no damage on a successful save, and only half (½) damage on a failed save.
Improved evasion does not provide any protection against non-damaging effects or status conditions caused by the effect, it only reduces the damage portion of the attack. Improved evasion can only be used in circumstances where the ranger is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.
Hide in Plain Sight (Ex)
A ranger of 17th level or higher can initiate a Stealth stance without the need for cover or concealment, and even while being observed.
Improved Quarry (Ex)
At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 (but with the same action as taking 10) while using Survival to track his quarry, while moving at normal speed (including a double move) without penalty. Additionally, all critical threats against the quarry are automatically confirmed.
Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He may maintain a number of quarries equal to his WIS modifier.
Ridge Runner (Su)
Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness.
Lord of the Hunt (Ex)
The Master Hunter ability improves at level 21 so that the Ranger gains +5 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, namely, you have to be four levels higher than the target in order to track it.
Additionally, the ranger may use Quarry Pool dice as a free action to gain one or more of the following benefits:
- Cloak of Thorns: (Any) The ranger may expend 1 or more quarry dice to do 3 points of damage per die expended to any enemy that attacks him with a melee attack (hit or miss) before the start of his next turn. This damage cannot be reduced by DR, and the damage is dealt each time the ranger is attacked. This use of quarry dice applies to any creature that attacks the ranger, not just the ranger's quarries. The pips showing on the dice expended are irrelevant.
- Find Weakness: (Quarry Only) The ranger may expend 1 or more quarry dice to increase his critical hit range by 2 for each die expended for the next attack made against his quarry. This use only applies to the ranger's next attack, but additional dice may be expended to boost future attacks as well. The pips showing on the dice expended are irrelevant.
- Overcome Defense: (Quarry Only) The ranger may expend 2 quarry dice to deal damage to his quarry of a type the quarry is normally Hardened against (i.e. takes only half damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 2 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant.
- Bypass Immunity: (Quarry Only) The ranger may expend 4 quarry dice to deal damage to his quarry of a type against which the quarry is normally Immune (i.e. takes no damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 4 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant.
- Battle Wisdom: (Quarry Only) The ranger may expend 3 quarry dice to add his WIS modifier to all of his attack and damage rolls made against his quarry until the end of his current turn. Expending more than 3 dice does not improve this ability. The pips showing on the dice expended are irrelevant.
At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks.
Epic Trapper (Su)
Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a trap focus available. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus physical damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats.
Beginning at 24th level, the Ranger may add their ranger level to the damage of one attack made with a projectile or thrown weapon each round. Sharpshooter does not work with melee weapons of any sort, nor does it work with any of the Ranger's other abilities such as traps or poultices.
Fanged Fury (Ex)
At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter.
At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks.
Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he can manage to maintain, and you may see an epic Ranger roving about constantly, using this ability to drive back the wilderness.
Master Trapper (Su)
Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii.
Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile or thrown weapon, he may also add a quantity of d6's equal to his Quarry pool as precision damage to that same attack. The weapon attack, the Sharpshooter bonus, and the Deadeye Quarry dice are added together and applied to the victim as a single attack. These bonus d6's do not count as the Ranger's Quarry for the round, or prevent the Ranger from applying his Quarry dice in other ways.
At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made.
The Horned God (Ex)
At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test.
The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness.
Steel Jaws Lurk (Su)
At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability.
At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made.
At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter.